GS: But Too Human has been in development--off and on--for a very long time, hasn't it? More than 10 years?

Dyack: [Laughs]. Well, it's a long story, but let's say the kernel of the game, the concept, goes back as far as 1994, or even earlier. The short story is that we worked on Legacy of Kain, and then after that, in 1996, we were going to work on Too Human for the PSOne, but then started on Eternal Darkness, originally for the Nintendo 64. It eventually came out for the GameCube, and then we worked on Metal Gear Solid [for GameCube]. So it wasn't really until we spoke with MS about the Xbox 360 platform that we started to actually work on the game, which hasn't been that long.